Turn 73
Games & Recreation completes. Start Defensive Tactics, 11 turns to completion. Swap from Military Engineering to Sailing. Next turn I’ll swap back to dump the overflow into Military Engineering. Oddfellows has one turn left on the settler and its native production will be enough to finish it without Colonization. Out goes Colonization, in goes Agoge. Since I was already running Diplomatic League I leave it in place. Shows how little attention I’m paying to the diplomatic slot.
Preslav has a second archer out. This is getting a little dicey. My unpromoted Eagle Warrior has earned a promotion. Gonna check the numbers here. Average damage gets me...146 points with the archers and Eagle Warriors all attacking, garrison stands at 152. Ugh.
If I sit and heal a turn I’ll be in the same boat. Almost, but not enough, by about 10 damage. I attack with everything, well aware I may lose one or both archers here, and see if the RNG will do me a solid….Richard Dawson shouts “SURVEY SAYS!” and
The capturing Eagle Warrior gets a promotion and I got a worker to boot! It’s also probably the last builder capture of this game by an Eagle Warrior. I rename the city High Speed Train and start repairing the monument. After that I’ll repair the granary though growth here is going to be abysmal (there's a mountain in the middle of my farm triangle). The ram heads for Cant as its work here is done. Builder and settler trade spots. The builder will arrive at Begin’s 1/3 hill for a chop-and-mine in time to overflow the production into something else, then it'll farm the other wheat. Walls would be good – let’s me get all my frontal cities with walls completed or in progress. The new builder will head for City #4, Harborcoat's will head for City #3 and that should give me my initial builder coverage.
Eagle Warrior and Builder near Welcome go their separate ways. A little south of there…
It starts working the bananas. I start with a monument. I belatedly realize that this city pushes my Colosseum city off the river unless I want to lose a forest to the chop. However, I
can put that city on the incense and then build an Aqueduct (slowly) once the Colosseum is completed.
Up at Near Wild Heaven the builder uses its last charge to put down a plantation, adding 2
and 1
to the city’s yields. Everybody there and at Cant fortifies in place, except the scout which continues moving east and the builder which resumes its journey.
The last unit to move is the scout by Begin. It locates the barbarian camp and a sweet spot for a +4 adjacency Campus (but no fresh water). It's on the wrong side of the river, though, so I won't be doing anything with that site.
Someone has attacked that spearman. Wonder if they’re still around. Think I might sit here and watch, especially since the scout can move to the camp in one turn. I can offer peace to Japper next turn. It’d be funny if he’s attacking the camp and I can poach it out from under him.
I’m now at ten cities with a settler en route and another out next turn. They’ll settle on Turn 80 (City #3 site) and 82 (City #4 site). That one will be disguised by more population growth as both Find the River and Near Wild Heaven are growing next turn. My main issue right now is housing. Gonna need to go on a granary push. An overview:
Gotta love the Aztecs’ 6 amenities per luxury.
Gifts for the Tlatoani
Builders Captured: 9
Cost to Build: 594
Improvements Made: 14
District Boosts: 15.6
Chops: 358
, 36
Craftsmanship Inspiration, Irrigation, Masonry, Wheel, and Iron Working Eurekas (20
, 165
)